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Showing content with the highest reputation on 15/09/22 in all areas

  1. 3 points
    Ladygodiva found a Kyklops wandering the greatest server ever! Yes, that's right imp talking about Pristine! He has a big stick and likes to throw things and people, come help us get rid of him! Alts welcome for blood, loot is private at request of finder. Thanks to Ladygodiva for sharing with everyone, and thanks to Primordia and Efevee for helping with the pen job. This location is central-ish desert, and is NOT close to the coast for alts, so consider that before traveling! When: Sunday @ Where: Pristine https://pristine.yaga.host/#1158,1128 Loot: Private Why: Pants Why not: Taco's!
  2. 3 points
    If I want to bring it up I bump it, but today I dont need to bump it, thanks to you Please wait 20 hours before you answer, so I dont need to bump it tomorrow too.
  3. 2 points
    We have charm as a rune but not dominate. Hook us up dev overlords
  4. 2 points
  5. 2 points
  6. 2 points
    I accept the withdraw ! Because it was not legual, increment is 2s
  7. 2 points
    All good observations. I'll try my best to explain the reasoning behind everything. Before I get into specific points, I'll make a few notes here ahead of time: I went over some of the calculations today with Drogos and some adjustments have been made to fix calculation errors. The previous maximum value for a skill on Wurmnode was 99.99995 (4 digits of 9 after the decimal). After changes today, it is now 99.9999995 (6 digits of 9 after the decimal). This more accurately represents when Wurm actually displays a skill to 100 instead of using smaller decimal places. As a result, the maximum value for most skills has increased. There was a calculation error which was causing skills, mostly in the range of 99-99.9995, to be calculating their STP very incorrectly. It was much lower than expected. This calculation has been corrected and Wurmnode is now displaying properly calculated STP across the board. Soul Depth had a difficulty of 800,000 instead of the correct 200,000 on Wurmnode. This has been fixed and all values should be 1/4 of what they were before. As I was writing this, Drogos put all the same information in a reply above. STP at it's core is meant to display one thing: A direct measure of amount of time the skill is spending in the action bar. Some skills operate in ways that are directly counterintuitive to being calculated by STP, such as Meditation and Lockpicking. These have cooldowns, and cannot be grinded similar to other skills. However, this does not mean we should value them immensely higher than other skills. Instead, we need to register that while these skills are on cooldown or not being skilled, the player is doing something else. If we changed this logic and decided long cooldown skills granted higher STP, anyone who was diligent about skilling them would be granted more STP by default. In it's absolute most purest form, without any of the multipliers or similar being applied, a player's STP is quite literally "how many seconds have they spent skilling." When you see a character with 20 million STP, it's directly related to the amount of time they've spent skilling. 20 million seconds = 333k minutes = 5,555 hours = 231 days of raw action timer skilling. This does not account for sleep bonus, CoC, and other factors. However, it's designed as the best measure possible without being overboard on community opinions or conjectures. And now, to answer your comments as directly as possible: Small Axe appears to be worth 24,586,364 at max, while Large and Huge Axe are the base 14,049,351 - Is this a design choice? I'm not a PvP'er anymore, so I'm not aware of Small Axe being any more difficult to grind. This is due to small axe naturally having a higher difficulty than other skills. Small axe has a difficulty of 7,000 whereas weapons such as medium maul, longsword, etc. are all 4,000. This results in it being almost 2x as difficult to skill. Preaching and Exorcism, two notoriously difficult skills, also don't get very high totals. Both at 2,341,558 - neither are easy to grind, and could be considered harder than even Meditating. I'd refer to note 2 which covers Preaching and Exorcism. Meditation has a multiplier of 3 because only 1/3 of the full action timer is used to apply skill gain. Meditating doesn't get a very high total, despite widely being considered one of the most time consuming and hardest skills in the game. It caps out at 7,024,675 which is lower than even my beloved Weapon Smithing at 23,415,585. Again, note 2 above is the best answer here. Meditation is valued higher than most other skills because every 3 minutes spent meditating only gives 1 minute of actual skill gain. The value for Mind Speed at a sizeable 140,493,510 seems very overvalued even if it is harder to grind than the other characteristics. This is correct. Mind speed is only obtained through fighting and shields. These have bad times multipliers in their skill checks (which is why most weapons/shields have 3x value of normal skills), so we give Mind Speed compensation in the STP calculations to match. If you look up the leaderboard for Mind Speed on Niarja right now, you'll see that even after 15 years hardly anyone has more than 70. Meanwhile multiple accounts rock over 90 in every other stat. The mind speed valuation is extremely high, because it's quite literally the hardest characteristic to skill in the game and it's not even close. Soul Depth is absolutely and extremely overvalued at 187,324,680 - considering it's one of the easiest characteristics grinds thanks to panfilling. This was corrected. Short Bow, Medium Bow and Long Bow appear to be undervalued. They aren't any easier or harder to grind than the other weapon counterparts. This is something that could be looked into and changed. I never really looked deeply into how archery works so if it's not directly action timer -> skill then I'd need to know specifics to apply a proper multiplier. Milling is very undervalued considering it's a creation grind. It could at least be on par with another creation grind that's relatively easy to gather materials for like Papyrusmaking. I missed this. Milling is in fact creation only and I will apply the 3x multiplier to it accordingly. Thievery, Stealing, Lock Picking and Traps also feel slightly undervalued considering they don't have improvement grinds. Note 2 above covers Lock Picking. I don't know anything about stealing/thievery/traps if I'm being honest, never looked into them. But they are most likely covered by the explanation in note 2. Firemaking feels undervalued due to how irritating it is to grind. Note 2 above covers Firemaking. Climbing feels undervalued due to how irritating it is to grind. As terrible as climbing is to grind and how it feels incorrect... it's actually also covered by the explanation in note 2. Notably, though, if anything climbing might be more worthwhile to reduce in value since it can be skilled simultaneously with other skills, such as mining. However that goes against the philosophy of pure time, so it's probably best just left alone. Shield Bashing and Taunting have base maxes at 3,512,337 despite being difficult to grind. Most fighting skills get a multiplier of 2x or 3x because of how they interact with the times parameter when skilled. However, Shield Bashing and Taunting actually skill normally. So while they are extremely painful to grind due to both having a cooldown, action timer, and requiring a specific scenario... they're covered by note 2 philosophy. In any case, STP will never be a completely perfect way to calculate investment of a character. If too much opinion gets injected into how it's calculated, it's going to become a divisive topic that holds very little meaning anymore. As of now, there are 3 skills (Cooking, HFC, and Beverages) that have multipliers that are arbitrary and not calculated. This is because panfilling ignores the action timer completely. There would be a case to be made for removing these skills entirely from STP since they go against the core philosophy. However, they extend into Mind Logic and Soul Depth, which makes things messy... so these arbitrary multipliers are applied to mitigate the issue rather than resolve it. The rest were calculated based on how they are skilled, referencing how they level up directly and reverse-engineering it into a multiplier for STP.
  8. 2 points
  9. 2 points
    I also seem to be in minority here, but while I've never used Niarja for tracking my skills or anyone else's, I use it almost daily for that historical data about people's public activities and deeds and that's the bit I was most sad to lose - it's a really useful snapshot of information when, for example, considering new alliance members, tracking down former deed owners of archaeology sites, tracking anniversaries of older deeds, finding out who to contact when their settlement drops from upkeep, getting a sense of how experienced or how far back someone's been active in the game etc. The searchable by settlement and player function of Niarja would be super useful, and if if's possible to get that historic data loaded in too, that would save mining Twitter (we hates it) for info. Either way, though, Wurm Node is looking really good. As an aside, I tried to sign up for an account a couple of weeks ago (and have tried again just now) and get an internal server error each time. I'm using Chrome, but if it's a browser issue or a known issue with a workaround, let me know, and keep up the good work.
  10. 2 points
    Also, I've edited the original post, but here it is as well: I knew I was going to forget a few things that I wanted to mention in this post, but I'm very much ashamed to have forgotten a rising star on our QA team. Majelika! She has been keeping up with the bugs reported by folks on the forums, as well as testing things thoroughly. Please welcome her to the team!
  11. 1 point
    Well, it's been fun. Niarja has been around since...at least 2015? I think a simplified version existed before then, but it's hard to remember now. I played Wurm at a very different time in my life. That's over now - I have no interest in the game, have no idea what's going on, and probably couldn't name a single developer if I tried. Niarja is very cheap to run (free) but there are still responsibilities such as performing security and backend upgrades on a regular basis. I've kept it running for 4-5 years past my "don't care" point, but I'm done now. I'm still very impressed by how many people have enjoyed the tool and talk about it on the forums or in the official Wurm Discord. It's going away, but I'm confident someone will be able to create a new and better version that has all the features I never bothered adding. All aspects of Niarja.com will shut down on October 1st, 2022. If you've used Niarja Skill Compare before, your "Manage Characters" page now contains a link to download all of your skill uploads into a single CSV file. Whatever tool exists in the future should be able to consume that file and get you caught up.
  12. 1 point
    It is with great sadness that I (on behalf of our alliance) have to give this news to the community of Wurm, yesterday we lost yet another player who will be missed by so many. Lagston you were not only a player though, you were our friend, our loved one, our cheeky chappie. May you rest in peace and know that we will miss you far more than you will ever know. In the hope that his family gets to see this post in their hours of grief, please drop a line or two just to show how Lagston was such a part of our world.
  13. 1 point
    Simple really, but please add a quick message to advise the player what tool is used to harvest on examine for trees and shrubs. Example: [11:24:43] You see an old Maple tree. The maple is brimming with sap. If you activated a bucket or barrel you could gather it.
  14. 1 point
    Unique item (one of the best in my view) because: you will never run out of water again! [19:04:25] A skin sewn from leather with a wooden plug in a strap, it seems to fill its self with water over time. (refills every hour) Adding owner description of the water skin: [16:11:17] You can barely make out the signature of its maker, 'H.ir.'. Starting bid: 20s Increment: 2s Sniper protection: 30min Buyout: 55s
  15. 1 point
    Hello I always enjoyed XP trackers in Oldschool Runescape in 3rd party client Runelite. I would love to have in game trackers like estimated hourly level gain and be able to set a custom goal, e.g. 70 smithing and see how long it would take to reach that level at current rate. It's more motivating to set tiny goals rather than trying to conquer 100 in a skill all at once and doing manual skill gain estimations gets tiresome. I'd much rather play the game than polish my Wurm excel spread sheets. Here's a link to the Runelite XP Tracker plugin: https://github.com/runelite/runelite/wiki/XP-Tracker I am aware of Wurm Assistant and I was able to write bash script that reads skill update logs. But it would be nicer to have these built into the client.
  16. 1 point
    Just do Impossible But ill did it. Congrats there my friend aswell
  17. 1 point
    I reached 100 Foraging on 11th February this year, and 100 Botanizing on 9th July. I registered both of these with @DemonaNightshade who congratulated me and encouraged me to get back to her as soon as I'd decided upon some titles. She's still waiting... I think I am quite possibly hopeless at deciding upon suitable titles, so I thought ask you for some help! "Please help!" I am particularly interested in titles that work together, either for foraging and botanizing to work together, or to enhance/compliment other titles. But all ideas welcome! Please add your ideas for titles below, and please state whether your title idea is for foraging or botanizing. Note: I will take all ideas into consideration, but be warned I am still likely to pick something completely sad and unhip anyway regardless! Please help as Demona is still waiting patiently! Thanks everyone!
  18. 1 point
  19. 1 point
    If accepted I will withdraw my bid, found one in a chest.
  20. 1 point
    Very nice job! I love the update. I went from having like 20 questions about the STP, to only five. Small Axe and Mind Speed feel far too overvalued, and I have zero idea why. Is there a bug with those two skills? I don't remember either being difficult to grind. Milling, Preaching and Exorcism still feel undervalued. Exorcism especially since the only way to grind it, is to make altars and destroy them. That's a horrible heinous grind and I would rather do Meditation. Milling is a creation only grind, unless there's an improvement grind that I'm missing, it definitely shouldn't be as low as it is. Tracking is the only one I'm letting go, because it can be done anywhere without materials. I even remember Mind Speed was one of the easier ones with fight pitting. Even with the Fight Pit nerfs, it's still possible to Fight Pit. You even acknowledge Fight Pit's ease of grinding with Shields being lower compared to Weapons, yet Mind Speed dwarfs it all. I'm even tempted to go out and Fight Pit just to get some STP if Mind Speed stays this way. I might also give Small Axe a try for a while. Seriously though, epic job. I love it, and I'm already plotting out my STP grinds from this point on.
  21. 1 point
    TL;DR Most players today are trained to follow quest markers, a list of task, some specific goals. facing a "true sandbox" is hard for them. Therefore improving the journal may be a posibility to get those players to stay and getting the grasp for a "true sandbox", while doing their "known pattern" I was introduced to WO by a community project i've seen on twitch/youtube. I've installed the game and joined that community on defiance and had the opportunity to learn the game, the mechanics and the possibilities of this "true sandbox" (imho). Prior WO i was conditioned to follow markers, quests, predefined storylines and other "guidance systems" of games. In my early days of WO the community/village was my "guidance system", to break free from this predefined goal driven gaming pattern in my head. Today i'm on the PvE servers and do my own stuff. There are many ideas and so much i can do and want to do. And all that without a system telling me to have to do so. My ideas, my "true sandbox". The question now is: How do you get new players (trapped in those predefined goal driven patterns) to break free and think of their own to do all the things they can and want to do in WO? Best would be to start in a community/village like me to get weaned from those "patterns". But if you do not know anybody/have access to a community, you need something else to initially guide you. The tutorial and the journal are currently the only existing "guidancy systems" to welcome new players. maybe it's possible to work on those and extend the granularity of the journal. Connect the steps/tasks so that the player can use the "results"/materials of a previous step in his next step like today but in more detail: material gathering -> material processing -> mining -> storage -> buildind/improving. Resulting in a small house and the possibility to initially care for themself with food until they find friends and maybe join a community. I don't think that more skills, more material or more items would help any new player finding a "goal" for themself in this game. But maybe if they see what is possible along the road of following the journal they are able to define their own goals and stay with us. But that's only my unimportant story o/
  22. 1 point
    Bring Up Your Page EDIT: Oooh, 26s btw
  23. 1 point
    Why you do you free bump those that is already bumping, please bump my auction too please because i never bump them... (another free bump) Oh and ---> 85s free raising bump
  24. 1 point
  25. 1 point
    ... and after a visit by "professionals"... here is where things actually are... https://prnt.sc/W93RX_UfWRJ9 ... Skyefox did comment to me from across the room "That was not too difficult, nice and straight". 😀 Kindest regards, The Professionals... 😇
  26. 1 point
    I just made 20 to see what I would get. At only 50 Stone Cutting (Yeah, I need to work on that) and using a 97ql Supreme Chisel on 100ql stone shards I was able to get the following: 100 - 8 90's - 3 80's - 1 70's - 4 Under 70 - 4 I don't think the difficulty is too high for making Whetstones. Unless there is something else, I missed.
  27. 1 point
    Please don't seduce the developers, they scare easily
  28. 1 point
  29. 1 point
    Hi I wanted to post here in case someone needs it. The discord bots are prone to break nowadays, so in case anyone's experiencing that, until whisper2shade updates it, i have an up to date version of this mod here: https://gitlab.com/tyoda-wurm/DiscordRelay You can download it from releases on the right. I've also added the option to not count alts as separate players, and support to show some discord emojis in-game as ASCII emoticons (thanks to bdew, who I ripped it from).
  30. 1 point
    Great service! Silver huge axe 95 ql was crafted. Many thanks to the master 🤝
  31. 1 point
    I've seen Sklo solve some really difficult problems in Wurm, specifically with the WU code. I don't know who all the others are that might want to take a crack at this, but I can't imagine Sklo not having great success with the project. I have absolutely loved this tool and when NFI was started, it was so exciting to run compares daily, to see how I stacked up to the competition for best farmer, LW, rope maker, etc. This tool is such a big part of Wurm for me now. It would be so sad to see it gone. Thank you for keeping it going so many years!
  32. 1 point
  33. 1 point
    It would be fine to go without snipe protections if the forum had exact “seconds” timestamps (so posts can be compared with precision), or if this was some kinda automatic system like ebay which completely closes/disallows bids after an exact timer, ahh it’s not perfect but it’s ok in the end, up to seller discretions
  34. 1 point
    To clarify on my first post. 1000 karma to cast AND it also gives 1000 karma. So 2000 karma cost total. Also I had imagined this could be a default spell in the karma menu like the other few we have already.
  35. 1 point
    Hey, I'd like to buy; 1x Body Str 1x Body Stam 1x Body 1x Body Control 1x Soul Str 1x Soul Depth 1x Mind Logic COD to KarlFranz or BalthazarGelt if I am too far.
  36. 1 point
    knarrs are broken in every sense. The reason they have such a large capacity is how wurm calculates volume, they're extremely shallow as they have no hold, but they are EXTREMELY long and wide in code, meaning they have a massive hold. A longship for transporting people does not have a significantly large cargo space, and should not have a higher one than an actual cargo ship. They're broken, but it's too late to fix them because players generally want bugs that don't benefit them fixed, not the ones that do. One of those "yes it's wrong, but it's been like this for so long that changing it would cause a mass outcry"
  37. 1 point
    Honestly, nerfing the knarr alone would add so much viability to the larger ships.
  38. 1 point
    It should not be excluded. I could imagine opening up a tunnel from water intended to be above maximum mineable depth of 25 thus making shaping of ceilings and floors possible. How useful or needful that be, I do not know. But I see no reason to exclude it. And yes, +1 to the proposal.
  39. 1 point
    With today's update we addressed what looked to be one of the major causes of the recent lag spikes. Seems everyone truly has been out and about more as the most recent fix dealt with how we where sending clients info about catseyes in the world as you traveled around and it doing way more work then it really needed to on the server. We will continue to monitor the situation and are waiting for the weekend to hit to so we can see how it helps at peak times vs weekdays before calling it resolved hopefully should that look good.
  40. 1 point
    no it doesnt seem to work at the moment, i imagine they will add it later cause the leather icone is there : https://i.imgur.com/uMxCJBP.png
  41. 1 point
    Would you have preferred another stattuete skin?
  42. 1 point
    But it's still better just skilling on Freedom and having a combat-related path on Defiance? Unless you have a ton of affinities. But any way we agree, it's not a real population increase but it should increase avg numbers.
  43. 1 point
  44. 1 point
    I mean, i understand the feeling, but i would keep new players in blissful ignorance for as long as possible. The current system is so bad that knowing how it works would really just be a huge turndown for anyone who learns about it without being already hooked to the other aspects of the game. I'm baffled at the knowledge that even after multiple years ot this being an absolute mess, there has been absolutely no effort whatsoever to make it even slightly less ridiculous. I'm not 100% serious about this, because i understand that "not knowing" is potential ground for even bigger dramas. But i honestly don't know, every option just feels wrong tbh... Kinda feels like explaining how diseases work to a little kid so that he is better prepared for when he reaches adult age... I mean, i see the logic, but how about you just let the poor kid have fun for a while, maybe he'll even always be in good health.
  45. 1 point
    Well, we just got written up by OSHA and they wouldn't let the project continue until we had proper safety gear. Fortunately, we were able to procure said gear without too much trouble. Action shot of the gang smoothing out the final spur to Drake Peak in the year 1112. Safety first!
  46. 1 point
    1. Size. The arena doesn't have to be small. Otherwise after the first corpses nothing is visible on it. 10x10 or so is quite acceptable. 2. Shape. Square with smooth fences. If you start making strange shapes, like | _|7_|, people will get stuck in them, and that is death. 3. Entry/exit. Same as in step 2 No labyrinths at the exit. Not even a passageway. If 10 champ trolls are chasing you and you're stuck, you're dead. Everything should be smooth and clear so that you can easily leave the arena. 4 entrances of course. One on each side. You can place flags or tall banners that are visible above the corpses to indicate gates littered with corpses. 3.1. And BSB with cotton at every entrance. People are treated not inside the arena, but after leaving it. and very uncomfortable when you leave the arena with 1% health and have to run around the whole arena to find cotton somewhere on the other side. Especially when cotton is in one of the crates which is inside cart which is behind some gates. Especially when someone took the cart for a ride. 4.1. Buildings Don't make openings facing the arena. Trolls and goblins can climb. I remember how people ran to catch the monsters that flee up at building through openings. 4.2. buildings Don't make building structures with the bridge and the gate around the arena. Even if the entrance with the bridge looks nice. Like this one. I don’t know what exactly the bug is, but monsters sometimes pass between the bridge and the gate to the outside. 5. Set up FSB for meat and a BSB for other body parts in the arena with permission for everyone. Not everyone has permission to bury inside the deed, and this will help to clear the arena from body parts after butchering. 6. You can put a bell next to the arena to warn people when a new event has started in the arena. P.S. Prizes are not needed
  47. 1 point
    An Alliance is a good middle ground between a sense of community with people you enjoy chatting with and people being able to have full control over their own Village.
  48. 1 point
    I had gotten it working with v.3.0 by enabling "Presence Intent" on our actual BOT settings. It's found below "Privileged Gateway Intents." When I switched to this v.3.1 my server hung on startup again, and I couldn't get back online until I reverted to the 3.0.
  49. 1 point
    Sure, you can try this. Only tested on local, but did work alright. https://www.dropbox.com/s/5os13fycwqe6sw1/globalchat.zip?dl=0
  50. 1 point
    https://www.dropbox.com/s/21zfnfgotc9q6vm/greet.js?dl=0 Here is a new one.
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